triple-buffer
bbqueue
triple-buffer | bbqueue | |
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4 | 2 | |
79 | 389 | |
- | - | |
6.3 | 5.2 | |
2 months ago | 5 months ago | |
Rust | Rust | |
Mozilla Public License 2.0 | Apache License 2.0 |
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triple-buffer
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A lock-free single element generic queue
Great write up! I believe the colloquial name for this algorithm is a "lock-free triple buffer". Here's an implementation in Rust (I couldn't find any c/c++ examples) that has extremely thorough comments that might help completely wrap your head around the synchronization ordering. Rust uses the same semantics for atomic primitives as C11, so it should be pretty easy to match up with your implementation. I came to the same conclusion as you to solve an issue I had with passing arbitrarily large data between two threads in an RTOS system I was working with at my day job. It was an extremely satisfying moment, realizing the index variable was sufficient to communicate all the needed information between the two threads.
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Rust Is Hard, Or: The Misery of Mainstream Programming
Rust marks cross-thread shared memory as immutable in the general case, and allows you to define your own shared mutability constructs out of primitives like mutexes, atomics, and UnsafeCell. As a result you don't get rope to hang yourself with by default, but atomic orderings are more than enough rope to devise incorrect synchronizations (especially with more than 2 threads or memory locations). To quote an earlier post of mine:
In terms of shared-memory threading concurrency, Send and Sync, and the distinction between &T and &Mutex and &mut T, were a revelation when I first learned them. It was a principled approach to shared-memory threading, with Send/Sync banning nearly all of the confusing and buggy entangled-state codebases I've seen and continue to see in C++ (much to my frustration and exasperation), and &Mutex providing a cleaner alternative design (there's an excellent article on its design at http://cliffle.com/blog/rust-mutexes/).
My favorite simple concurrent data structure is https://docs.rs/triple_buffer/latest/triple_buffer/struct.Tr.... It beautifully demonstrates how you can achieve principled shared mutability, by defining two "handle" types (living on different threads), each carrying thread-local state (not TLS) and a pointer to shared memory, and only allowing each handle to access shared memory in a particular way. This statically prevents one thread from calling a method intended to run on another thread, or accessing fields local to another thread (since the methods and fields now live on the other handle). It also demonstrates the complexity of reasoning about lock-free algorithms (https://github.com/HadrienG2/triple-buffer/issues/14).
I find that writing C++ code the Rust way eliminates data races practically as effectively as writing Rust code upfront, but C++ makes the Rust way of thread-safe code extra work (no Mutex unless you make one yourself, and you have to simulate &(T: Sync) yourself using T const* coupled with mutable atomic/mutex fields), whereas the happy path of threaded C++ (raw non-Arc pointers to shared mutable memory) leads to pervasive data races caused by missing or incorrect mutex locking or atomic synchronization.
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Notes on Concurrency Bugs
In terms of shared-memory threading concurrency, Send and Sync, and the distinction between &T and &Mutex and &mut T, were a revelation when I first learned them. It was a principled approach to shared-memory threading, with Send/Sync banning nearly all of the confusing and buggy entangled-state codebases I've seen and continue to see in C++ (much to my frustration and exasperation), and &Mutex providing a cleaner alternative design (there's an excellent article on its design at http://cliffle.com/blog/rust-mutexes/).
My favorite simple concurrent data structure is https://docs.rs/triple_buffer/latest/triple_buffer/struct.Tr.... It beautifully demonstrates how you can achieve principled shared mutability, by defining two "handle" types (living on different threads), each carrying thread-local state (not TLS) and a pointer to shared memory, and only allowing each handle to access shared memory in a particular way. This statically prevents one thread from calling a method intended to run on another thread, or accessing fields local to another thread (since the methods and fields now live on the other handle). It also demonstrates the complexity of reasoning about lock-free algorithms (https://github.com/HadrienG2/triple-buffer/issues/14).
I suppose &/&mut is also a safeguard against event-loop and reentrancy bugs (like https://github.com/quotient-im/Quaternion/issues/702). I don't think Rust solves the general problem of preventing deadlocks within and between processes (which often cross organizational boundaries between projects and distinct codebases, with no clear contract on allowed behavior and which party in a deadlock is at fault), and non-atomicity between processes on a single machine (see my PipeWire criticism at https://news.ycombinator.com/item?id=31519951). File saving is also difficult (https://danluu.com/file-consistency/), though I find that fsync-then-rename works well enough if you don't need to preserve metadata or write through file (not folder) symlinks.
- A bug that doesn’t exist on x86: Exploiting an ARM-only race condition
bbqueue
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A bug that doesn’t exist on x86: Exploiting an ARM-only race condition
I particularly like lock-free (wait-free?) SPSC queues because they're (relatively) easy to get right, and are extremely useful for buffering in embedded systems. I end up with something like this on almost every project:
One side of the queue is a peripheral like a serial port that needs to be fed/drained like clockwork to avoid losing data or glitching (e.g. via interrupts or DMA), and the other side is usually software running on the main thread, that wants to be able to work at its own pace and also go to sleep sometimes.
An SPSC queue fits this use-case nicely. James Munns has a fancy one written in Rust [1], and I have a ~100 line C template [2].
[1] https://github.com/jamesmunns/bbqueue
[2] https://gist.github.com/ohazi/40746a16c7fea4593bd0b664638d70...
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A GPIO Driver in Rust
I would be interested in what you think of something like BBQueue:
https://github.com/jamesmunns/bbqueue
What are some alternatives?
left-right - A lock-free, read-optimized, concurrency primitive.
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